I would work around some main concepts
- Power Builds: Traps should become symbols. Easy buff that would make Longbow useful again. True Shot’s damage must be buffed and cripple enemies it hits.
- Condition Damage Builds: Radiance line is good imo, but Virtues line needs to be reworked so Supreme Justice and Permeating Wrath synergize and don’t exclude each other (alongside Big Game Hunter); these traits should get buffed because you’re giving up 2 main defensive traits to take them and Guardian depends on 1 single condition that can be easily cleansed.
- Bunker Builds: To be competitive against Druid and Tempest, Battle Presence should grant protection to nearby allies. Indomitable Courage should grant Aegis to nearby allies each time you successfully block an attack. Sanctuary must be reworked so it has a reduced cooldown and cast Regeneration upon usage. A trait (Major Master) could cast blind when blocking. Hunter’s Fortification could cast Shield of Absorption once you get to 15% of your Health Pool.
- Spirit Weapon Builds: Make Spirit Weapons usable like Elementalist’s conjured weapons, they would become like a 3rd weapon set (Exotic Stats) and get destroyed on swap.
I think that reworking the spirit weapons to be equipped is a great idea. This would give guardians completely new weapon skills. For example they would keep there basic purpose: the bow for healing, the shield for protecting your team/party, the hammer for cc, and the sword for damage. this would also give more viability to the desired paladin and cleric roleplay. There may be difficulty avoiding redundancy in the spirit sword and hammer though.
slightly off topic I always thought it was weird that spirit weapons took the form of minions since that is undeniably a necromancer thing. maybe some one could explain the appeal.